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User:Toomai/Reading moveset data (SSB4)
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A guide for people to help with the SW:MSP. Ask on the talk page if something seems wrong, missing, or needs a better explanation.
Assumptions:
- You already have the required files.
- You understand basic ints and floats.
SSB4 moveset commands[edit]
Identifier | Name | Params | ||
---|---|---|---|---|
42ACFE7D | On | Float | Frames | |
4B7B6E51 | Wait | Float | Frames | |
0EB375E3 | Begin Loop | Int | Iterations | -1 = infinite |
97CAF05A | End Loop | |||
9126EBA2 | Subroutine | Pointer | Value | |
7172A764 | Frame Speed Multiplier | Float | Speed | 0.5 = double speed, 2.0 = half speed |
B738EABD | Hitbox | Int | ID | The ID of the hitbox. A new hitbox with the same ID as an existing hitbox acts as "replace without allowing the new one to hit if the old one already has". |
Int | Part | How this operates in general is tricky to explain. The idea is that it lets a hitbox connect even if it normally wouldn't because the target was already hit by the attack earlier, if the target is hit by a hitbox of higher part. | ||
Int | Bone | The ID of the bone the hitbox is attached to. | ||
Float | Damage | |||
Int | Angle | 0x169 = 361 = Sakurai angle. Very good way for data miners to figure out moveset data in the first place. | ||
Int | Knockback scaling | |||
Int | Fixed knockback value | |||
Int | Base knockback | |||
Float | Radius | |||
Float | X offset | |||
Float | Y offset | |||
Float | Z offset | |||
Int | Effect |
| ||
Float | Trip chance | e.g. 0.2 = 20% | ||
Float | Freeze frames multiplier | |||
Float | SDI multiplier | |||
Bool | Clang | |||
Bool | Rebound | |||
Int | Shield damage | |||
Int | Sound effect level | 0 = S, 1 = M, 2 = L, 3 = H | ||
Int | Sound effect type |
| ||
Int | Ground/air |
| ||
Bool | Direct | 0 = indirect, 1 = direct | ||
Int | Type |
| ||
2988D50F | Extended Hitbox | First 24 params are same as normal hitbox. | ||
Float | X stretch | |||
Float | Y stretch | |||
Float | Z stretch | |||
14FCC7E4 | Special Hitbox | First 24 params are same as normal hitbox. | ||
Int | I24 | Probably hit bits. 90% sure. | ||
Bool | I25 | 0 = hits from all directions, 1 = only hits from in front | ||
Int | I26 | ??? | ||
Int | I27 | ??? | ||
Bool | Blockable | |||
Bool | Reflectable | |||
Bool | Absorbable | |||
Int | Rehit rate | 0 = doesn't rehit | ||
Int | I32 | ??? | ||
Int | I33 | ??? | ||
Int | Angle flipper |
| ||
Int | I35 | ??? | ||
Int | I36 | ??? | ||
Int | I37 | ??? | ||
Int | I38 | ??? | ||
Int | I39 | ??? | ||
Int | I40 | ??? | ||
7075DC5A | Extended Special Hitbox | Combines all the params of Special Hitbox except for I40, followed by the three stretch params of Extended Hitbox. 43 params total. | ||
FF379EB6 | Delete Hitbox | Int | ID | The hitbox ID to delete. |
9245E1A8 | End Hitboxes | |||
1EAF840C | Grab | Int | ID | |
Int | Bone | |||
Float | Radius | |||
Float | X offset | |||
Float | Y offset | |||
Float | Z offset | |||
Int | Action | The action for the grabbed opponent to enter (normally the "I got grabbed" action, but differs for special moves). | ||
Int | Ground/air | "" | ||
Int | I8 | ??? | ||
7B48FE1C | Extended Grab | Same as Extended Hitbox: has 3 extra stretch params (though it's also missing the last mystery int). 11 params total. | ||
Float | X stretch | |||
Float | Y stretch | |||
Float | Z stretch | |||
F3A464AC | End Grabs | |||
DF057B20 FAA85333 |
Throw Specifier | Int | ID |
|
Int | I1 | Currently unknown. | ||
Int | Damage | |||
Int | Angle | |||
Int | Knockback scaling | |||
Int | Fixed knockback value | |||
Int | Base knockback | |||
Int | Effect | "" | ||
Float | Trip chance? | These are currently best guesses. | ||
Float | Freeze frames multiplier? | |||
Float | SDI multiplier? | |||
Int | Sound effect level | "" | ||
Int | Sound effect type | "" | ||
Int | I13 | |||
Int | I14 | |||
Int | I15 | |||
Int | Type | "" | ||
D8DF1DCC | Throw Applier | Does the most recently-specified ID=0 throw. Has 5 params; they don't seem to matter much. | ||
606717F5 | Allow Interrupt | |||
F13BFE8D | Bone Status | Int | Bone | |
Int | Status | 0 = vulnerable, 1 = invincible, 2 = intangible |